SeptemberGame/scripts/scene_manager.gd

65 lines
1.8 KiB
GDScript

class_name SceneManager extends Node2D
var bullet = preload("res://scenes/bullet.tscn")
var grenade = preload("res://scenes/grenade.tscn")
@onready var coins = $"../Coins"
@onready var enemies = $"../Enemies"
@onready var game = $".."
var bulletArray = []
var totalAllowedBullets = 7
# Called when the node enters the scene tree for the first time.
func _ready():
buildLevel()
func buildLevel()->void:
# hook up coins
var totalCoins = 0
if coins:
for obj in coins.get_children():
if obj is Coin:
totalCoins +=1
#hook up a listener at the game controller
obj.coinCollectedSignal.connect(game._on_coin_collected)
#tell GC how many coins total
game.totalCoins(totalCoins)
var totalEnemies = 0
if enemies:
for obj in enemies.get_children():
if obj is Slime:
totalEnemies +=1
#hook up a listener at game controller
obj.slimeDamageSignal.connect(game._on_slime_damage)
pass
game.totalEnemies(totalEnemies)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass
func bulletFactory()->Bullet:
var myBullet:Bullet
if bulletArray.size() < totalAllowedBullets:
#make a new bullet
myBullet = bullet.instantiate()
game.add_child(myBullet)
else:
myBullet = bulletArray.pop_back()
bulletArray.push_front(myBullet)
return myBullet
func makeBullet(_bulletPosition, _bulletSpeed)->void:
print("make a bullet, put it in the world")
var myBullet = bulletFactory()
myBullet.transform = _bulletPosition
myBullet.setSpeed(_bulletSpeed)
func makeGrenade(_grenadePosition, _grenadeDirection)->void:
print("SM make a grenade")
var myGrenade:Grenade = grenade.instantiate()
game.add_child(myGrenade)
myGrenade.apply_central_impulse(Vector2(_grenadeDirection, -1)*200)
myGrenade.transform = _grenadePosition